[WIP] DM-DarkCastle

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
UnrealWarrior
Average
Posts: 64
Joined: Sun May 31, 2020 10:07 pm

[WIP] DM-DarkCastle

Post by UnrealWarrior »

This is a Work in Progress map that I've been working on for the last couple of months. There's still a lot to do. No lighting, no bot pathing, just the map that's almost done.

The reason I'm posting this before finshing the map is to get feedback about the map design, feel and what can be done to improve one's mapping skills :)

Screenshots:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

PS: I noticed that the zip file is over 40MB, that's because of using multiple texture packs(RT-Gnosis, ForsakenT..etc)

What do you guys think?
Attachments
DM-DarkCastle.zip
(42.83 MiB) Downloaded 20 times
"We have nothing to fear but fear of tigers"

~tiger attack survivor
User avatar
sektor2111
Godlike
Posts: 6410
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: [WIP] DM-DarkCastle

Post by sektor2111 »

Interesting piece... but you forgot to build lightning...
Button/Door Mover4 has no Texture (it has default texture)...

On a different spot from my brain I always had a question why some brushes are done like this. It's a sort of cube with PrePivot or whatever vertex far from main brush. I'm not sure if this is affecting future geometry or not, but I have never done brushes this way. Does it helps at something ? I would like to know if are some benefits.
RandWonder.PNG
Here is random data snippet from said brush:

Code: Select all

          Begin Polygon Texture=sHiWal2b Flags=-2147483648 Link=0
             Origin   -00000.000061,+00000.000000,+00000.000484
             ...
             Vertex   +00265.308594,-00128.000000,+00033.630859
             ...
             Vertex   +00265.312531,+00016.003891,+00033.631165
Last edited by sektor2111 on Fri Jan 27, 2023 6:43 pm, edited 1 time in total.
User avatar
[NBK]DxTrEm3Fx
Adept
Posts: 259
Joined: Wed May 09, 2012 5:56 pm
Location: Glendale, AZ
Contact:

Re: [WIP] DM-DarkCastle

Post by [NBK]DxTrEm3Fx »

Looking good so far.
Image
Image
User avatar
UnrealGGecko
Godlike
Posts: 2904
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania
Contact:

Re: [WIP] DM-DarkCastle

Post by UnrealGGecko »

sektor2111 wrote: Fri Jan 27, 2023 6:23 pm Interesting piece... but you forgot to build lightning...

He did say Work In Progress, lighting might usually comes later :)
Looking really nice so far! Gonna test this out later :tu:

EDIT: ALERT ALERT! ChicoRuinsPack.utx sadly has multiple versions of the package (started from DM-LastCrusader]I[ I think) :?
Attachments
ChicoDamnit.jpg
ChicoDamnit.jpg (19.62 KiB) Viewed 397 times
User avatar
sektor2111
Godlike
Posts: 6410
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: [WIP] DM-DarkCastle

Post by sektor2111 »

Yeah... this is why I keep my "Chico" packages as I re-made them... ChicoRuinsPack to me (because my english sucks) sound like Chico has Ruined his Packages... It's not like I will ever use others coming from any archive.

A solution friendly pointed as a hint. Such "Ruins" can happily and relaxed go to "MyLevel" (inside map more exactly) for preventing any future pain. It's what I do in all cases where these "mappers" have ruined their own work over time. This will prevent map from having as dependencies 4+ in 1 versions of similar named files with different content, which will never match and as result they cannot be conformed without ugly side effects...
User avatar
OjitroC
Godlike
Posts: 3613
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-DarkCastle

Post by OjitroC »

Yeah, this is the fourth version of that Chico package that I have. Luckily this map runs with the one I am currently using.

Nice, big map - like the layout and design - easy to move around. Very promising in my opinion :tu:

Personally I would try to reduce the variety of textures used (walls, floors, ceilings) - change them only where there is a distinct change in the form and/or function of a particular space (and then look carefully at how the transition from one to another is handled, especially as regards the use of trims). The SkyCIty textures looked particularly out of place to me (especially in a DarkCastle :P).
User avatar
browndl
Skilled
Posts: 161
Joined: Tue Aug 16, 2022 1:12 am
Contact:

Re: [WIP] DM-DarkCastle

Post by browndl »

I tried to play it, but I received missing package errors. WOTdetail.
Log: New File, Existing Package (Package MyLevel, Package DM-DarkCastle)
Warning: Failed to load WOTDetail: Can't find file for package WOTDetail..
Warning: Failed to load ForsakenT: Can't find file for package WOTDetail..
Warning: Failed to load D:\Unreal Anthology\UnrealTournament\Maps\DM-DarkCastle.unr: Can't find file for package WOTDetail..
Warning: Failed loading package: Can't find file for package WOTDetail..
Warning: Failed loading package: Can't find file for package WOTDetail..
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
User avatar
OjitroC
Godlike
Posts: 3613
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-DarkCastle

Post by OjitroC »

That's odd - the map doesn't use anything from WOTDetail.utx nor do any of the textures packages used in the map have a texture named that.

Did you use the ForsakenT.utx that came in the map download? If not, move the one you already have off the UT path and use the file from the download and then try the map.
User avatar
browndl
Skilled
Posts: 161
Joined: Tue Aug 16, 2022 1:12 am
Contact:

Re: [WIP] DM-DarkCastle

Post by browndl »

OjitroC wrote: Tue Jan 31, 2023 10:30 pm That's odd - the map doesn't use anything from WOTDetail.utx nor do any of the textures packages used in the map have a texture named that.

Did you use the ForsakenT.utx that came in the map download? If not, move the one you already have off the UT path and use the file from the download and then try the map.
Still did not load, same error.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
User avatar
OjitroC
Godlike
Posts: 3613
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-DarkCastle

Post by OjitroC »

Try the same thing with the ChicoRuinsPack.utx.
User avatar
browndl
Skilled
Posts: 161
Joined: Tue Aug 16, 2022 1:12 am
Contact:

Re: [WIP] DM-DarkCastle

Post by browndl »

OjitroC wrote: Tue Jan 31, 2023 10:48 pm Try the same thing with the ChicoRuinsPack.utx.
I have used all of the textures and it still does not work. I can't figure it out.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
User avatar
EvilGrins
Godlike
Posts: 9695
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: [WIP] DM-DarkCastle

Post by EvilGrins »

ForsakenT.utx does not have a "SurfaceFloor" in it.

On a side note... I already had a Forsaken_T.utx & a ForsakenT2.utx, but neither of those has a "SurfaceFloor" either.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
User avatar
OjitroC
Godlike
Posts: 3613
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-DarkCastle

Post by OjitroC »

EvilGrins wrote: Wed Feb 01, 2023 12:13 am ForsakenT.utx does not have a "SurfaceFloor" in it.
The ForsakenT.utx in the download does indeed have the Group "Surface Floor" - so move your ForsakenT.utx from your /Textures folder to a location off the UT path and put the ForsakenT.utx from the map download zip in your Textures folder and the map should run OK.

I have 3 versions of ForsakenT - haven't checked them all to see if they have that group. Luckily the version I am currently using works fine with this map.
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: [WIP] DM-DarkCastle

Post by papercoffee »

doesn't we all love a nice batch of files with the same name and marginal changed content inside... Why was MyLevel-ing so under used by those mappers at that time?
User avatar
browndl
Skilled
Posts: 161
Joined: Tue Aug 16, 2022 1:12 am
Contact:

Re: [WIP] DM-DarkCastle

Post by browndl »

papercoffee wrote: Wed Feb 01, 2023 2:37 am Why was MyLevel-ing so under used by those mappers at that time?
Probably because it was actively discouraged.
UT99 DM-DSKilnWorks3993:DM-DSWashNDry:DM-DSRedDawn:DM-DSBacktoSchool:DM-DSTowerBridge:DM-DSDeadeyeCanyon:DM-DSSectionn8Refinery:DM-DeckardsRevenge:DM-DSStudio:DM-SniperTown:DM-ReturntotheKillingFields:DM-Wastelands:DM-TurboGen23:DM-LongForgotten:DOM-Dockside:CTF-enMakhana:CTF-UrbanSniper:CTF-CanyonWars:CTF-DSTowerBridge Unreal Badlands CiderTown UT99 Infiltration DM-INF-MagnumDocksDeluxe:DM-INF-MagnumDocks2:DM-INF-ReturntotheKillingFields:DM-INF-CityStorageLotA][:DM-INF-ColumbianDrugLord:EAS-INF-DS-RailBridge:DM-INF-ACityBlock:CTF-INF-SavageKillersHeadQuarters:CTF-INF-Capital:CTF-INF-ComplexB UT2003/04 DM-PineValley:DM-Koltoff:CTF-PawnsKeep:CTF-Ardimus Rainbow Six RavenShield AlleyStrike
Post Reply